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A survival story of a Russian spetsnaz platoon commander and his men struggling through a gruesome counter-insurgent operation

About The Campaign

â€¢ Single scenario campaign of 7 immersive and realistic dynamic missions with variating objectives and scale!

â€¢ Plan out your missions yourself before actual dispatch with available resources and field intelligence at hand!

â€¢ Whenever approved by higher command, assign men to an assisting â€œSparkâ€ squad and lead them on the field!

â€¢ Call in air and artillery support at hot situations whenever available!

â€¢ Lead your 24-man platoon through the hell - will you and your comrades survive?

â€¢ Every play time a totally different experience!

â€¢ Play in Single-player or Multiplayer

This 7 mission long campaign is built around a platoon of 24 Spetsnaz soldiers. The player adopts the role of the platoon commander named Mikhail Koikov. Every mission is randomly generated with vast amount of variables: Mission type, objectives, location, the structure of both friendly and enemy forces, the scale of confronting forces, fire support, time of day, weather etc. This ensures maximum replayability. The campaign starts off with easier missions and as the player proceeds the missions will get increasingly difficult by strengthening the enemy forces compared to friendly forces and support available to the player.

The campaign is designed to give the player the freedom to plan the execution of the mission. Prior to each mission player gets to study the mission objectives and field intelligence and based on this assign soldiers to squads "Torch" and "Spark", set the loadout of the soldiers and define their insertion points and vehicles. During the missions the player has the opportunity to request fire support and after the mission call for an extraction vehicle if necessary. The missions are evaluated by giving "campaign points" for successful objectives. Therefore succeeding in objectives is not obligatory. Additional campaign points will be given for survived soldiers once all 7 mission are finished.

This project started from a minor dynamic mission idea but over the course it developed into a detailed full-blown campaign. A lot of attention has been paid in details and I have carefully polished the overall feel and immersion before public release. The work on this campaign has been a ton of fun and the further develop continues as long as there are more ideas, inspiration and of course, free time. As this is a dynamic campaign there's always room for expansion. Keep your heads up for new versions and hope you have as much fun playing the campaign as I had making it!

Version History

054 (9/13/2012)

â€¢First official release

â€¢NEW: Revised loading pictures, each version has its own

â€¢CHANGED: The ground insertion vehicle now skips considerably closer to the insertion point, unless an enemy position is nearby

This is the original version of the campaign situated in Chernarus. It doesn't use any addons but needs Arma 2: Combined Operations. It's tested for compatibility in Arma 2: Combined Operations. This is the version of choice if you do not own Arma 2: OA or don't bother messing with custom addons.

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The intro was cool, and the mission setup is impressive. Playing the first mission now. I downloaded the non-addon version but it still seems to require the RH AK pack - I got a config error when the mission loaded and all my squad except the marksman and machinegunner started with no weapons.

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The intro was cool, and the mission setup is impressive. Playing the first mission now. I downloaded the non-addon version but it still seems to require the RH AK pack - I got a config error when the mission loaded and all my squad except the marksman and machinegunner started with no weapons.

Thanks. Yes it requires the RH AK pack, think you missed that one from the addons list in the first post. The link is provided there. :)

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sounds good and ive been waiting eagerly for someone to put the chechen units into a well put together mission for awhile

downloading right now =) i almos tcame back here and posted why isnt this working!! ;p but i thought it would be a good time to actually read the read me lol and installed it in the right place afterwards =) yep...

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sounds good and ive been waiting eagerly for someone to put the chechen units into a well put together mission for awhile

downloading right now =) i almos tcame back here and posted why isnt this working!! ;p but i thought it would be a good time to actually read the read me lol and installed it in the right place afterwards =) yep...

getting this msg cannot load material file mat[]={"ca\characters2\rus\data\soldier_ca_flora_vsr_vest.rvmat" i have both chechen unit mods and combined ops not sure what this is all about

Hi lsp, thanks for your nice words and reporting.

About the weather anomalies, I noticed a similar wierd lighting and weather. Then I realized it was caused by JTD ClearHorizons addon, are you using it also? And when the weather was quickly changing did the mission just start a second ago? Because there is a dynamic weather script which resets the weather between missions. I could add a little extra delay to wait for the weather to finish the transition 100% before the mission starts.

About the ctd near the weapons cache, I have no idea what's going on here. Are there any error messages in .rpt? I actually remember one beta tester reporting me about some similar problem one time earlier... some error or ctd happening when getting near the weapons cache. But anyway, this sounds more like an Arma 2 bug or caused by addons, can't think of anything in my scripts that would cause a ctd. I will check on that anyway.

About "cannot load material file mat[]={"ca\characters2\rus\data\soldier_ca_flora_vsr_ve st.rvmat". This is caused by Chechen War Russians, by Vityaz units to be exact. It's confirmed in the corresponding thread on this forum but it's nothing critical, just click ok and it won't bother you anymore.

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Woah, the difficulty jump from the first mission (4-5 partisans) to the second mission (a t72, a brdm2, a spg9 and who knows what else) surprised me. Even worse, there wasn't a previous warning in the intel from possible armor deployement by the enemy.

An option to change the insertion point on the fly in the mission would be welcome, for these times where you notice the landing zone is too hot.

Edited March 20, 2011 by Turin Turambar

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Hi, I already played the first 2 missions. cool! Do you think you could release a version in campaign structure? Because if a serious bug occurs you might have to restart your mission, meaning the whole campaign. Also if i remove any addons i will have to restart the whole thing as well. thanks

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no jtd clear horizons it only happens on the night scenario with the cache and it happens throughout the whole mission yeah im not sure what the ctd is all about quite possible its caused by addons i use many weapon addons and i was playing your campaign with ace duno if that would affect it

Woah, the difficulty jump from the first mission (4-5 partisans) to the second mission (a t72, a brdm2, a spg9 and who knows what else) surprised me. Even worse, there wasn't a previous warning in the intel from possible armor deployement by the enemy.

An option to change the insertion point on the fly in the mission would be welcome, for these times where you notice the landing zone is too hot.

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Just grabbed this looks interesting, back to Chernarus +1 Not the usual US type +1 Dynamic +1111111 ... now all i need is to get some time to play it, I like what I see with menu features and such, looks very polished. Always looking for this style of mission.

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Woah, the difficulty jump from the first mission (4-5 partisans) to the second mission (a t72, a brdm2, a spg9 and who knows what else) surprised me. Even worse, there wasn't a previous warning in the intel from possible armor deployement by the enemy.

An option to change the insertion point on the fly in the mission would be welcome, for these times where you notice the landing zone is too hot.

If the intel doesn't cover enough information about the enemy forces you should have the insertion point in a safe distance from the target.

Of course I could add a possibility to redefine the landing zone but there's a little problem. It's a matter of seconds when you see a nice t72 sitting on the landing zone and you get blown away. The search for a new location takes like 10-20 seconds so i don't know how to work it out at the moment. It has to be a panic button of some sort to solve the problem. I know this problem and had these kind of situations a few times when I played.

Hi, I already played the first 2 missions. cool! Do you think you could release a version in campaign structure? Because if a serious bug occurs you might have to restart your mission, meaning the whole campaign. Also if i remove any addons i will have to restart the whole thing as well. thanks

Hmmm. This would take quite a while to achieve I think. And I don't know about any serious bug that would corrupt the whole campaign process. The campaign automatically saves in the beginning of each mission so you can always revert to that point. Thirdly, I personally think that it's cool to play all the 7 missions in one go, the destroyed map objects remain destroyed and the files and folders inside the pbo are in a compact package, easier to fiddle with.

mind if i ask what is the music playing off the radio in the background of the start of the first mission night scenarios and this is the way bis should have done the stock campaigns

also any chance of getting a campaign like this but in reverse play as the chechens ;p

Well, it's very hard to tell what this music track was. The script shuffles the songs and plays them 1 at a time. There are 14 songs in total. ;) The songs are all russian army, spetsnaz & warfare related songs, the name of the artists and songs were mostly in cyrillic alphabet so frankly I don't know most of them but there are maybe 3 or 4 songs from a band called "Lube".

If I understood you correctly, the missions are totally randomized, the first mission is certaintly not always a night mission, everything is randomized. If you replay the campaign all the way from the top you will understand what I mean.

Campaign from the chechen point of view? Sure, why not. Except that my hands are full with this one at the moment and I'd better not start any bigger project for a while. ;) But I will try to convert this campaign to other islands and maybe even with different addons sets, who knows.

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any chance of getting 74m added to the load outs also another bug to report its minor but on the second mission i called the extraction bird in near the coast line and it wont land just hovers over the area

Edited March 21, 2011 by lsp

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Of course I could add a possibility to redefine the landing zone but there's a little problem. It's a matter of seconds when you see a nice t72 sitting on the landing zone and you get blown away. The search for a new location takes like 10-20 seconds so i don't know how to work it out at the moment. It has to be a panic button of some sort to solve the problem. I know this problem and had these kind of situations a few times when I played.

Just make you can redefine the point with the map like in with the secOps module system, with a click in the map. If a zone is too hot, i don't waste 10-20 secs searching a new safe position, i will make click in a far away place in the map (say, 3 kms away) instantly, and then while we are travelling to that zone, i will redefine again the true LZ, this time thinking carefully where to land.

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Certainly one of the most innovative SP mission I've seen for Arma2, feels very polished too. I'm only at mission 2, but I've had some helluva good time so far. So thanks for the obviously great amount of time that went into this project!

Is it going to conquer Cipher's SP kingdom? :)

An idea for campaign request: how complicated would a selection be: if it is not the first playthrough, player could select a starting level. Or, like in TotalWar games: autocompletion of the previous missions. (since soliders/planes need to be killed, rigth? :) )

BTW I love this one-flow gamemode!!!

And a minor request: switchable units please if possible. I hate to leave AT in AI hands in hot situations. I don't want to sound pretentious here though.

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No Entry 'Campaigns\theforgottenfew.chernarus\description.ext.Campaign'.

I get this error when entering my campaigns section with this pbo. I removed all other campaigns and I get the same each time I load and go into it, I downloaded the non add-on version BTW.

Any reason for this? I got this on Chesty Puller (which was fine then after a few updated in Arma2/OA it then produced errors) and it got resolved after getting latest version, I grabbed this yesterday afternoon. When I go into campaigns it shows as an empy slot with no image etc / non click-able.

Using Combined and latest beta (not the RC beta), tried vanilla and no beta and still the same.